Space Combat Patch, and tons of other stuff that I can't be assed looking up.

No problem, mate, i got you covered. Thanks for sharing.

Patch Notes

Space Combat Patch Released!

23 DECEMBER - STELLAR TACTICS

I'm happy to announce the release of the Space Combat patch.

First, I just want to say - "I'm not finished with space combat!"

That's right. The goal here was to get all the base systems in. The turrets, effects, ships, ship and equipment vendors, stats and skills, loot and all the rest of the core systems that make up space combat in Stellar Tactics. What do I have planned for the future?

Point defense systems

Equipment that will give you a quick shield or capacitor charge when you need it.

Warp Drive inhibitors

Sub-system targeting

Branching missions that take you to other systems, then take you to planetary locations, stations, anomalies and space wreckage.

Missions for miners so they can gather rewards for surviving in dangerous systems or for finding rare minerals

Escort missions

More AI ships on various tasks in the systems of the universe.

Perks for space combat. I'm holding off on these until I have more feedback on the core systems from the community

And more...

Before you get started, please review the Space Combat Guide. At least the first section as it gives you a few very important survival tips.

[[Please login to see this link.]]

With the release of space combat, the game should hold over 200 hours of content to max your crew in the best equipment and to acquire the best ships and gear available. I hope you all enjoy the update and I'm looking forward to all of your feedback on the forums.

I'd like to thank rebelwolf75, nottrusted, nobrien, Roberto and others for testing Stellar Tactics over the last few weeks. They spent a lot of time in the game and made a lot of helpful suggestions and found a good number of bugs that are now fixed.

I've also crushed a good number of bugs unrelated to space combat and made a few enhancements to the game. See the patch notes below.

What's next? I'll be taking another pass at ground combat to remove a few annoyances, perfect the blocking system and tighten things up. I'll likely take a few passes at ground combat before the game is finished.

Following that I have a bunch of content that's been developed in parallel with the space combat patch that I need to get in the game - content that needs to go in so I can open up the FTL gates.

Here are the patch notes:

ADDED - You can now eject stacks of items from your cargo hold while in space. Anything you eject is automatically destroyed and cannot be retrieved. Should make mining runs a bit more profitable.ADDED - a reminder message will be displayed that micro-warp is disabled in gravity wells and enabled when leaving gravity wells.UPDATED - If inside the gravity well of any sun, you will start taking damage. First to your shields and when those are depleted, you will take damage to your hull armor. If you stay in the vicinity of the sun your ship will eventually be destroyed.UPDATED: Weapon impacts, explosions and projectile effects updated for all ranged weapons in ground combat.UPDATED: On skill-up, messages are now queued and displayed both on the screen and in the log.UPDATED: Collisions with asteroids are now active.UPDATED: Cargo can now be sorted by all items, ore/gas, commodities and equipment. Commodities are not in the game yet.UPDATED: Afterburner speed greatly increased. Capacitor cost decreased.UPDATED: Ship speed is now based on piloting skill and the equipped warp drive.UPDATED: Micro-Warp speed increased and is now based on piloting skill and equipped warp drive.UPDATED: Interactions with chests, objects and npc's are much faster now.UPDATED: Area exits are now much more obvious. Small panels for area transitions have been removed and replaced with panels that cover doors on rollover and when holding down the highlight key = TAB by default.UPDATED: Base weapon damage now scales per the level requirement of the weapon every few levels. So, you get bonus base damage depending on the level requirement of the weapon and of course bonus damage based on your skills/perks. Enemies get the same base damage scaling. This change is not retroactive so weapons in your inventory use the old range modifiers.UPDATED: Pistols, rifles and heavy weapons have had their range increased. This change is not retroactive so weapons in your inventory use the old range statsUPDATED: You can now mine any asteroid, not just asteroids in asteroid fields.UPDATED: When purchasing ammo (ship and ground combat), the HUD now displays the maximum amount of ammo you can purchase in the pop-up window and the slider is set to only allow you to buy the maximum purchasable amount for that ammo type.UPDATED: Second round of visual polish for the Dauntless - Added addition effects, lighting and grime.UPDATED: Removed the siren effect on all decks except for the VATs - it was annoying while engaging the last part of the Dauntless experience.UPDATED: All areas of random mission maps are now displayed on the mini-map. As you explore, areas that have been explored turn grey. Areas that have had mission objectives cleared turn green. the area you are currently exploring is black with a small compass indicator. Should help better undestand the scale of the area to be explored for missions.UPDATED: Removed the option to generated a full party of team members. When you leave the Dauntless, you can choose only one team member and this was confusing and some felt that it was a waste of their time if they did not read the universe creation screen carefully. The loss of crew members after the Dauntless is a key story element for future story content.UPDATED: Dialog with Dr. Rhamus in ruins revised to add additional dialog options.UPDATED: Addition of a new mission when receiving your starter ship. You are now sent to the Trade Station to gather your team of mercenaries.UPDATED: Loot rewards for the Halamis Facility are now more consistent. Reward tokens and faction are less random so you can better gauge the level of reward for a mission type.Fixed - Can now use F1-F4 in inventory and character info screens to switch team member info when in space.Fixed - System messages are now queued so all messages are displayed to the screen in order.Fixed - When approaching the sun, you will now make an emergency stop.Fixed - A major physics error that could send your ship careening into the sun or elsewhere when you collide with stations and other space objects.Fixed - A display bugs when dragging team members between ship station slots.Fixed - A bug in space when selecting objects that could cause objects in the foreground or another object from being selected.Fixed - You can now re-scan object like planets and shipsFixed - When leaving the Dauntless, in some cases, the selected final team member's equipment was unequipped and placed in the stash leaving them standing there in their underwear once they arrived in the ruins.Fixed - Material error on the trade station - too shiny!FIXED: Ambient audio slider renamed to Music Volume - main menu music volume is not set to your current settings.FIXED: Combat movement when healing will no longer result in negative APFIXED: Movement cursors will no longer be left on the ground in some rare casesFIXED: When moving, you can no longer loot items. Previously it would appear as if you could loot items from long distances.FIXED: A bug where landing on a planet could take you to another planet landing locationFIXED: A long standing bug that could cause extra AP to be used in combat when healing targets that you walk to.FIXED: A long standing bug that could cause your entire AP bar to drain while walking towards an enemy target for attack when wielding a melee weapon or fists.FIXED: A bug introduced by the new navigation icons could cause the player to arrive at target and then rotate in an arbitrary direction when attacking with melee weapons by clicking on an enemy from a distance.REMOVED - Motion blur micro-warp effect - replaced with a new effect.PERFORMANCE: General optimizations for AI in all locations.

FIXED: Display of damage scaling for weapons now properly applied to stats for weapons when rolling over items.FIXED: You can once again rotate the camera with the keyboard. Default key binds are the left and right arrow keys. These keys can be re-mapped in the option menu.FIXED: While in the ground game and rotating the camera with the left mouse button down, the cursor no longer moves to the edge of the screen which could cause unintentional scrolling while rotating the camera. I did notice a little glitch that could cause slightly faster rotation in some cases. I'll address this soon.FIXED: While in space, camera rotation code updated so cursor does not leave screen.FIXED: A bug that was causing armor items to generate without stat bonuses for exceptional items and higher.ADDED: Hostile ships will ignore you for a while after you have loaded a save game or transitioned into space. It should give you time to escape or power up your shields. If you fire on the enemy during that time they will immediately start to attack you. Incursion ships will fire on you as soon as you enter their detection range.

Also, a quick note about screen resolutions. In the options menu, changing screen resolutions was fixed in the space combat patch. For any of you with 4k screens, the problem where the user interface was offset and unusable should be resolved. I'm hoping some of you will give it a try and let me know if its now working correctly for you. When changing resolutions, there is no restart required, no screen flash, nothing. It just sets the render resolution directly and leaves the UI in the highest possible resolution. If any of you are having performance issues, try setting your video resolution lower - it may allow you to run the game with shadows and other effects enabled on older video cards.

.sfv included

Ignore .sfv common redist, steam cache & saves errors, as I didn't include them in original upload

First - load times between levels have improved in all areas - about double what they were before on average. Areas like the trade station have improved but need more work. Load times are of course dependent on your system specs. I still have work to do in this area including loading from saves and a few other optimizations.

I've added new border highlights throughout the game for objects in the world environment.

I've consolidated a lot of the game data so patch sizes can be much smaller going forward.

FIXED - You can no longer equip a heavy turret to a light turret slot. If you currently have a heavy turret equipped to a light turret slot, you will only be able to equip a light turret to that slot going forward.FIXED: Typo on new game creation screen.FIXED: A crash when creating a new game - caused when clicking or dragging the mouse while the starting in-game cinematic was loading.FIXED: Universe generation random seed can no longer exceed 8 digits in the entry field.FIXED: When exiting video tutorials from the help menu, the game is no longer left in a paused state.FIXED: Heavy turrets and missiles can no longer be placed in light turret slots. If you have a ship where you have equipped a heavy turret in a light turret mount point, it will still be there, however, you will only be able to equip a light turret there going forward.FIXED: Hacking exploit fixed.FIXED: Speak to Scarby mission now completes and is removed when speaking with Scarby.FIXED: Travel to Achmedius Trade Port mission now completes. Just head towards the Cantina area on the trade port to auto-complete the mission.FIXED: Capped afterburner speed while in combat so ships equipped with high quality warp drives cannot exceed the speed of combat projectiles.FIXED: If a team member is blocked when walking towards or trying to use a object, they will no longer stop and then perform the action on next move or action.FIXED: When entering a gravity well from micro-warp, occasionally you would lose keyboard control for thrust and rotatation - you would need to click in space to restore keyboard control of your ship.UPDATED: The Pharris Mace AK-7 is now available on the ship merchant.UPDATED: Updated the way characters interact with objects in the environment so animations do not delay interaction and block clicks.UPDATED: Ship missile speed increasedUPDATED: The game now uses border highlights for interactive objects in world exploration mode. Old highlighting methods have been removed.UPDATED: Ranged weapons (Pistols, SMG's and Rifles) that drop from enemies or purchased from vendors have had their maximum ammo capacity increased. This change is not retroactive and does not affect equipment you currently have in your inventory.UPDATED: Nano's can now be equipped to all weapon types. There are a total of three ranged and three melee specific mods. Nano's are now global.UPDATED: Tutorial videos are now higher resolution - some will be revised in future updates.

A note about sidearm range. The average range of sidarms was doubled in the last patch (Space Combat Patch). This bonus is applied when starting a new game to all starter weapons and to any new weapons you find. The change is not retroactive - so sidearms looted before the space combat patch still have the lower range - I won't be modifying them. Any loot drops or weapons found on merchants going forward will have the new range adjustments applied to them.

This patch adjusts maximum ammo up for rifles and sidearms. This can of course be adjusted by applying mods to higher quality items.

In Stellar Tactics, your ranged weapons have a falloff factor to chance to hit (accuracy) and bonuses applied based on your skill, stats and other factors with that weapon class. Here is how CTH and range penalties are calculated:

1) Your base CTH is calculated based on the weapons maximum range and the range to your target - a range penalty2) A crouch bonus is calculated if you are crouched3) A weapon skill bonus is calculated and applied. The higher your skill the more accuracy bonus is applied to the weapon. When you start the game, you have only a few points of skill in whatever your weapon choice was when you created your character. As you increase in skill, you will noticed that your CTH goes up - at higher levels you will rarely miss.4) A STAT bonus is calculated (PER, DEX etc)5) A weapon tier bonus is calculated ( Basic, Exceptional, Rare etc)6) A weapon wear panalty is calculated (this is disabled for now until crafting and repair go in the game)7) Your adjusted BASE CTH is calculated based on the information above.8 ) A penalty for Burst and Full-Auto fire modes are applied if applicable (these will be adjusted when I work on the ground combat system)9) A body target penalty is applied to the CTH calculation - smaller body parts are harder to hit - like a head shots.10) And finally an equipped mod bonus is applied to the calculation if applicable11) Some weapons recieve a CTH bonus factored by range applied to the final calculation.

Posted a hotfix that resolves the issue where facility missions could end up in a state where you could not turn them in. If you do have a mission in the Halamis Facility that is completed, and Zabin won't accept the mission or tries to give you another mission, just abandon the mission by selecting it in the log mission area and then press the "Abandon" button. You need to be in the staging area near Zabin for this to work.

New missions from Zabin work as intended.

And a reminder, make sure to pick up the translocator from the merchant next to Zabin - it's free and lets you teleport instantly out of the facility back to the staging area.

Version 0.115

A few more fixes in today's patch. I expect a few more patches over the next few days until I get a number of smaller bugs and annoyances resolved. Then I'll move on to working on the combat system. Thanks for your patience everyone.

Note: If you do not want to receive regular patches, you can turn them off in the game options. Just right click the game in your library->Properties->Updates tab and adjust the Automatic updates settings. I recommend "Only update this game when I launch it" if you are conserving bandwidth.

FIXED: A few starter weapons needed ammo and range updates.FIXED: A navigation error in the Vats.FIXED: Another possible fix for the keyboard not responding when micro-warping to a station.UPDATED: UI information lists in space can now be scrolled when dragged and with the mouse wheel.

Version 0.114

Hi all - I apologize for the Azanari Ruins launch bug. I tested this extensively, however, only in the development build. Seems the release build was causing the game to lock up the first time you launch to space. Note that launching to space the first time takes a bit longer because it is generating some extra universe data. The bug is now fixed. Let me know if you have any problems launching to space from the Ruins. Here are the patch notes:

FIXED: A crash when launching from the surface near the Aznari Ruins the first time you enter space. Thanks for reporting this!UPDATED: Loading a save game while already in the game world is now much fasterUPDATED: Returning to the main menu while in the game world is now much faster - that includes Game Over...UPDATED: Loading screen display updated so it functions like it did before displaying tips, progress etc.UPDATED: When customizing character portraits/names/voices in the popup window after clicking character portraits in the character info window, the arrows to the left and right of the portraits can now be clearly seen. Before they could have been overlooked.

.sfv included

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Last edited by scaramonga on Friday, 12 Jan 2018, 14:03, edited 3 times in total.

Hey scaramonga, for some reason i can't update from .112 to .113. The .112 sfv check is good except for the files you said to ignore, lol. (_CommonRedist files etc), but the .113 patcher says "Required data not found in current dir or wrong version!" Any idea what went wrong?

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